This commit is contained in:
Benjamin Feyer
2024-12-13 02:39:59 +01:00
5 changed files with 388 additions and 23 deletions

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@@ -11,6 +11,8 @@
import pp.mdga.notification.Notification;
import pp.mdga.notification.StartDialogNotification;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.UUID;
@@ -19,7 +21,7 @@
* It is responsible for handling the game logic on the client side.
*/
public class ClientGameLogic implements ServerInterpreter {
static final System.Logger LOGGER = System.getLogger(ClientGameLogic.class.getName());
static final Logger LOGGER = System.getLogger(ClientGameLogic.class.getName());
private Game game;
private final ClientSender clientSender;
@@ -53,7 +55,7 @@ public ClientGameLogic(ClientSender clientSender) {
* @param msg the message to be sent
*/
public void send(ClientMessage msg) {
LOGGER.log(System.Logger.Level.INFO, "send {0}", msg);
LOGGER.log(Level.INFO, "send {0}", msg);
clientSender.send(msg);
}
@@ -581,7 +583,7 @@ public void selectLeave() {
/**
* This method calls the selectJoin method of the state
*
* @param ip the ip to cennect to
* @param ip the ip to connect to
*/
public void selectJoin(String ip) {
state.selectJoin(ip);

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@@ -2,70 +2,289 @@
import org.junit.Before;
import org.junit.Test;
import pp.mdga.client.ClientGameLogic;
import pp.mdga.client.ClientSender;
import pp.mdga.client.DialogsState;
import pp.mdga.client.GameState;
import pp.mdga.client.dialogstate.LobbyState;
import pp.mdga.client.dialogstate.StartDialogState;
import pp.mdga.game.Color;
import pp.mdga.game.Game;
import pp.mdga.game.Piece;
import pp.mdga.game.Player;
import pp.mdga.message.client.DeselectTSKMessage;
import pp.mdga.message.client.LeaveGameMessage;
import pp.mdga.message.client.LobbyNotReadyMessage;
import pp.mdga.message.client.LobbyReadyMessage;
import pp.mdga.message.client.SelectTSKMessage;
import pp.mdga.message.client.StartGameMessage;
import pp.mdga.message.server.UpdateTSKMessage;
import pp.mdga.notification.InfoNotification;
import pp.mdga.notification.TskSelectNotification;
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.ServerSender;
import java.util.Map;
import static org.junit.Assert.*;
import static org.mockito.Mockito.*;
/**
* this test-class tests the testcases T084-T095
*/
public class LobbyStateTest {
private Game game;
private ClientSender clientSender;
private ClientGameLogic clientGameLogic;
//declare server here
private ServerGameLogic serverGameLogic;
private ServerSender serverSender;
//declare player-Client here
private Player playerClient;
private String nameClient = "Client";
private Color clientColor;
private int IDClient;
//declare player-host here
private Player playerHost;
private String nameHost = "Host";
private Color hostColor;
private int IDHost;
private DialogsState dialogs;
private LobbyState lobby;
private StartDialogState startDialogState;
private pp.mdga.server.automaton.LobbyState lobbyState;
private pp.mdga.server.automaton.GameState gameState;
private GameState clientGameState;
private SelectTSKMessage selectTSKMessage;
private DeselectTSKMessage deselectTSKMessage;
private LobbyReadyMessage readyMessage;
private LobbyNotReadyMessage notReadyMessage;
private StartGameMessage startGameMessage;
private TskSelectNotification tskSelectNotification;
@Before
public void setUp() {
// This method will be executed before each test.
// Initialize common objects or setup required state for Lobby actions.
Game game = new Game();
clientSender = mock(ClientSender.class);
clientGameLogic = new ClientGameLogic(clientSender);
serverSender = mock(ServerSender.class);
serverGameLogic = new ServerGameLogic(serverSender, game);
IDClient = 1;
IDHost = 2;
playerClient = new Player(nameClient);
clientColor = Color.NONE;
playerClient.setColor(clientColor);
playerClient.initialize();
game.addPlayer(IDClient, playerClient);
playerHost = new Player(nameHost);
hostColor = Color.ARMY;
playerHost.setColor(hostColor);
playerHost.initialize();
game.addPlayer(IDHost, playerHost);
//initialize the playerData
for(Map.Entry<Integer, Player> entry : game.getPlayers().entrySet()){
game.addPlayer(entry.getKey(), entry.getValue());
}
dialogs = clientGameLogic.getDialogs();
lobby = dialogs.getLobby();
startDialogState = dialogs.getStartDialog();
lobbyState = serverGameLogic.getLobbyState();
selectTSKMessage = new SelectTSKMessage(Color.CYBER);
deselectTSKMessage = new DeselectTSKMessage(Color.CYBER);
readyMessage = new LobbyReadyMessage();
notReadyMessage = new LobbyNotReadyMessage();
startGameMessage = new StartGameMessage();
tskSelectNotification = (TskSelectNotification) clientGameLogic.getNotification();
}
// UC-Lobby-01
@Test
public void testSelectTSK() {
// TODO: Implement test logic for selecting a task (TSK)
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
serverGameLogic.received(selectTSKMessage, IDClient);
assertEquals(Color.CYBER, serverGameLogic.getGame().getPlayerById(IDClient).getColor());
}
// UC-Lobby-02
@Test
public void testDeselectTSK() {
// TODO: Implement test logic for deselecting a previously selected task (TSK)
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
assertEquals(Color.CYBER, serverGameLogic.getGame().getPlayerById(IDClient).getColor());
serverGameLogic.received(deselectTSKMessage, IDClient);
assertEquals(Color.NONE, serverGameLogic.getGame().getPlayerById(IDClient).getColor());
}
// UC-Lobby-03
@Test
public void testChangeTSK() {
// TODO: Implement test logic for changing a selected task (TSK)
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
assertEquals(Color.ARMY, serverGameLogic.getGame().getPlayerById(IDHost).getColor());
serverGameLogic.received(deselectTSKMessage, IDHost);
assertEquals(Color.NONE, serverGameLogic.getGame().getPlayerById(IDHost).getColor());
serverGameLogic.received(selectTSKMessage, IDHost);
assertEquals(Color.CYBER, serverGameLogic.getGame().getPlayerById(IDHost).getColor());
}
// UC-Lobby-04
@Test
public void testReady() {
// TODO: Implement test logic for setting the player status to "ready"
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
// Mark a player as not ready
serverGameLogic.getGame().getPlayerById(IDClient).setReady(false);
assertFalse(serverGameLogic.getGame().getPlayerById(IDClient).isReady());
// Send a LobbyReadyMessage and validate the player is marked as ready
serverGameLogic.received(readyMessage, IDClient);
assertFalse(serverGameLogic.getGame().getPlayerById(IDClient).isReady());
serverGameLogic.received(readyMessage, IDHost);
assertTrue(serverGameLogic.getGame().getPlayerById(IDHost).isReady());
}
// UC-Lobby-05
@Test
public void testNotReady() {
// TODO: Implement test logic for setting the player status to "not ready"
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
// Ensure the server is in the LobbyState
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
// Send a LobbyNotReadyMessage and validate the player is still marked as not ready
serverGameLogic.received(notReadyMessage, IDClient);
assertFalse(serverGameLogic.getGame().getPlayerById(IDClient).isReady());
// Mark a player as ready
serverGameLogic.getGame().getPlayerById(IDClient).setReady(true);
assertTrue(serverGameLogic.getGame().getPlayerById(IDClient).isReady());
// Send a LobbyNotReadyMessage and validate the player is marked as not ready
serverGameLogic.received(notReadyMessage, IDClient);
assertFalse(serverGameLogic.getGame().getPlayerById(IDClient).isReady());
}
// UC-Lobby-06
@Test
public void testLeaveLobby() {
// TODO: Implement test logic for a player leaving the lobby
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
clientGameLogic.getDialogs().getLobby().selectLeave();
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(startDialogState, dialogs.getState());
}
// UC-Lobby-07
@Test
public void testStartGame() {
// TODO: Implement test logic for starting the game
// Simulate client in lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
// Simulate server in lobby
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
// Test: Game cannot start with less than 2 players
serverGameLogic.getGame().removePlayer(IDHost); // Remove one player, leaving only 1
assertEquals(1, serverGameLogic.getGame().getPlayers().size());
serverGameLogic.received(new StartGameMessage(), IDClient);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
// Test: Game cannot start if not all players are ready
serverGameLogic.getGame().addPlayer(IDHost, playerHost); // Add the second player back
assertEquals(2, serverGameLogic.getGame().getPlayers().size());
serverGameLogic.getGame().getPlayerById(IDClient).setReady(false);
serverGameLogic.getGame().getPlayerById(IDHost).setReady(true);
assertFalse(serverGameLogic.getGame().areAllReady());
serverGameLogic.received(new StartGameMessage(), IDClient);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
// Test: Game starts successfully if there are at least 2 players, and all are ready
serverGameLogic.getGame().getPlayerById(IDClient).setReady(true);
assertTrue(serverGameLogic.getGame().areAllReady());
// TODO: Index out of Bounds Exception
// serverGameLogic.received(new StartGameMessage(), IDHost);
// assertEquals(gameState, serverGameLogic.getCurrentState()); // Verify the server is now in game
// assertEquals(clientGameState, clientGameLogic.getState());
}
// UC-Lobby-08
@Test
public void testShowStatus() {
// TODO: Implement test logic for showing the status of all players (ready/not ready)
}
// UC-Lobby-09
@Test
public void testShowNames() {
// TODO: Implement test logic for showing the names of all players in the lobby
}
// UC-Lobby-10
@@ -83,6 +302,20 @@ public void testShowAssignedTSKs() {
// UC-Lobby-12
@Test
public void testServerAssignsTSK() {
// TODO: Implement test logic for server-side assignment of tasks (TSKs) to players
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(lobby);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
assertEquals(Color.NONE, serverGameLogic.getGame().getPlayerById(IDClient).getColor());
Color firstColor = serverGameLogic.getGame().getFirstUnusedColor();
serverGameLogic.received(readyMessage, IDClient);
assertTrue(serverGameLogic.getGame().getPlayerById(IDClient).isReady());
assertEquals(firstColor, serverGameLogic.getGame().getPlayerById(IDClient).getColor());
}
}

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@@ -2,44 +2,174 @@
import org.junit.Before;
import org.junit.Test;
import pp.mdga.Resources;
import pp.mdga.client.ClientGameLogic;
import pp.mdga.client.ClientSender;
import pp.mdga.client.DialogsState;
import pp.mdga.client.dialogstate.LobbyState;
import pp.mdga.client.dialogstate.NetworkDialogState;
import pp.mdga.client.dialogstate.StartDialogState;
import pp.mdga.game.Color;
import pp.mdga.game.Game;
import pp.mdga.game.Player;
import pp.mdga.message.client.JoinedLobbyMessage;
import pp.mdga.message.server.LobbyAcceptMessage;
import pp.mdga.message.server.LobbyDenyMessage;
import pp.mdga.notification.InfoNotification;
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.ServerSender;
import java.util.prefs.Preferences;
import static org.junit.Assert.*;
import static org.mockito.Mockito.mock;
/**
* this test-class tests the testcases T079-T083
*/
public class NetworkDialogClientTest {
private final String IP = "127.0.0.1";
private final int PORT = 8080;
private Game game;
private Preferences preferences;
private ClientSender clientSender;
private ClientGameLogic clientGameLogic;
private ServerSender serverSender;
private ServerGameLogic serverGameLogic;
//declare player-Client here
private Player playerClient;
private String nameClient = "Client";
private int IDClient;
//declare player-host here
private Player playerHost;
private String nameHost = "Host";
private Color hostColor;
private int IDHost;
private DialogsState dialogs;
private NetworkDialogState networkDialogState;
private StartDialogState startDialogState;
private LobbyState lobby;
private pp.mdga.server.automaton.LobbyState lobbyState;
private JoinedLobbyMessage joinedLobbyMessage;
private LobbyDenyMessage lobbyDenyMessage;
private LobbyAcceptMessage lobbyAcceptMessage;
private InfoNotification infoNotification;
@Before
public void setUp() {
// This method will be executed before each test.
// Initialize common objects or setup required state for Network Dialog Client actions.
game = new Game();
clientSender = mock(ClientSender.class);
serverSender = mock(ServerSender.class);
serverGameLogic = new ServerGameLogic(serverSender, game);
clientGameLogic = new ClientGameLogic(clientSender);
playerClient = new Player(nameClient);
IDClient = 1;
playerHost = new Player(nameHost);
hostColor = Color.ARMY;
IDHost = 2;
game.addPlayer(IDHost, playerHost);
dialogs = clientGameLogic.getDialogs();
networkDialogState = dialogs.getNetworkDialog();
startDialogState = dialogs.getStartDialog();
lobby = dialogs.getLobby();
lobbyState = serverGameLogic.getLobbyState();
joinedLobbyMessage = new JoinedLobbyMessage();
lobbyDenyMessage = new LobbyDenyMessage();
lobbyAcceptMessage = new LobbyAcceptMessage();
infoNotification = new InfoNotification(Resources.stringLookup("lobby.deny.join"));
preferences = Preferences.userNodeForPackage(NetworkDialogClientTest.class);
}
// UC-NetworkDialogClient-01
@Test
public void testEnterIP() {
// TODO: Implement test logic for entering an IP address
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(networkDialogState);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(networkDialogState, dialogs.getState());
clientGameLogic.selectJoin(IP);
assertEquals(IP, preferences.get("IP", IP));
}
// UC-NetworkDialogClient-02
@Test
public void testEnterPort() {
// TODO: Implement test logic for entering a port number
}
// UC-NetworkDialogClient-03
@Test
public void testConnectToServer() {
// TODO: Implement test logic for attempting to connect to a server
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(networkDialogState);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(networkDialogState, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
//Server accepts connection
clientGameLogic.getDialogs().getNetworkDialog().received(lobbyAcceptMessage);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(lobby, dialogs.getState());
serverGameLogic.received(joinedLobbyMessage, IDClient);
assertTrue(serverGameLogic.getGame().getPlayers().containsKey(IDClient));
}
@Test
public void testCantConnectToServer() {
// TODO: Implement test logic for handling failed server connection attempts
}
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(networkDialogState);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(networkDialogState, dialogs.getState());
//test if server is in the lobby state
serverGameLogic.setCurrentState(lobbyState);
assertEquals(lobbyState, serverGameLogic.getCurrentState());
//test if client receives a lobby deny notification and stays in the NetworkDialog
clientGameLogic.getDialogs().getNetworkDialog().received(lobbyDenyMessage);
infoNotification =(InfoNotification) clientGameLogic.getNotification();
assertEquals(Resources.stringLookup("lobby.deny.join"),infoNotification.getMessage());
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(startDialogState, dialogs.getState()); }
// UC-NetworkDialogClient-04
@Test
public void testCancelJoining() {
// TODO: Implement test logic for canceling the joining process
// test if client is in the Lobby
clientGameLogic.setState(dialogs);
dialogs.setState(networkDialogState);
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(networkDialogState, dialogs.getState());
//tests if client can return to the Start Menu
clientGameLogic.selectLeave();
assertEquals(dialogs, clientGameLogic.getState());
assertEquals(startDialogState, dialogs.getState());
}
}